EngineReplaceCOL: Difference between revisions
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__NOTOC__ | __NOTOC__ | ||
{{Client function}} | {{Client function}} | ||
This function replaces the collision file of the given model id to the collision file passed. Use [[engineLoadCOL]] to load the collision file first. | This function replaces the collision file of the given model id to the collision file passed. Use [[engineLoadCOL]] to load the collision file first. | ||
{{Note| | |||
* Follow loading order ('''COL''' -> '''TXD''' -> '''DFF''') which is used in the example - as other orders can cause collisions, textures or the DFF not to load due to technical limitations. | |||
* Collision libraries (.col files containing multiple collision models) are not supported. See [[COL]] for details. Object models are supported only (no vehicles or players).}} | |||
==Syntax== | ==Syntax== | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
bool engineReplaceCOL ( col theCol, int modelID ) | bool engineReplaceCOL ( col theCol, int modelID ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
{{OOP||[[COL|col]]:replace}} | |||
===Required Arguments=== | ===Required Arguments=== | ||
*'''theCol:''' The collision file to replace with | *'''theCol:''' The collision file to replace with | ||
*'''modelID:''' The model ID whose collision file you want to replace | *'''modelID:''' The model ID whose collision file you want to replace | ||
===Returns=== | ===Returns=== | ||
Returns ''true'' if the collision was successfully replaced, ''false'' or ''nil'' if the collision could not be replaced for a reason. | Returns ''true'' if the collision was successfully replaced, ''false'' or ''nil'' if the collision could not be replaced for a reason. | ||
==Example== | ==Example== | ||
See [https://wiki.multitheftauto.com/wiki/EngineReplaceModel#Example unified example available in engineReplaceModel.] | |||
==See Also== | ==See Also== | ||
<!-- Change FunctionArea to the area that this function is in on the main function list page, e.g. Server, Player, Vehicle etc --> | <!-- Change FunctionArea to the area that this function is in on the main function list page, e.g. Server, Player, Vehicle etc --> | ||
{{Engine_functions}} | {{Engine_functions}} |
Latest revision as of 12:59, 12 December 2024
This function replaces the collision file of the given model id to the collision file passed. Use engineLoadCOL to load the collision file first.
Syntax
bool engineReplaceCOL ( col theCol, int modelID )
OOP Syntax Help! I don't understand this!
- Method: col:replace(...)
Required Arguments
- theCol: The collision file to replace with
- modelID: The model ID whose collision file you want to replace
Returns
Returns true if the collision was successfully replaced, false or nil if the collision could not be replaced for a reason.
Example
See unified example available in engineReplaceModel.
See Also
- engineAddImage
- engineApplyShaderToWorldTexture
- engineFreeModel
- engineGetModelFlags
- engineGetModelIDFromName
- engineGetModelLODDistance
- engineGetModelNameFromID
- engineGetModelPhysicalPropertiesGroup
- engineGetModelTextureNames
- engineGetModelTextures
- engineGetModelTXDID
- engineGetModelVisibleTime
- engineGetObjectGroupPhysicalProperty
- engineGetSurfaceProperties
- engineGetVisibleTextureNames
- engineImageGetFilesCount
- engineImageGetFiles
- engineImageGetFile
- engineImageLinkDFF
- engineImageLinkTXD
- engineImportTXD
- engineLoadCOL
- engineLoadDFF
- engineLoadIMG
- engineLoadIFP
- engineLoadTXD
- engineRemoveImage
- engineRemoveShaderFromWorldTexture
- engineReplaceAnimation
- engineReplaceCOL
- engineReplaceModel
- engineRequestModel
- engineResetModelFlags
- engineResetModelLODDistance
- engineResetSurfaceProperties
- engineRestoreAnimation
- engineRestoreCOL
- engineRestoreDFFImage
- engineRestoreModel
- engineRestoreModelPhysicalPropertiesGroup
- engineRestoreObjectGroupPhysicalProperties
- engineRestoreTXDImage
- engineRestreamWorld
- engineSetAsynchronousLoading
- engineSetModelFlag
- engineSetModelFlags
- engineSetModelLODDistance
- engineSetModelPhysicalPropertiesGroup
- engineSetModelVisibleTime
- engineSetObjectGroupPhysicalProperty
- engineSetSurfaceProperties
- engineStreamingFreeUpMemory
- engineStreamingGetUsedMemory